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Fuzzwood

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    Bottle Rocketeer
  1. KJR released a dll today (still in beta but downloadable) on github which solves the stuck on launchpad bug in most cases.
  2. Are the people running into this issue doing career mode and have a rescuable kerbal in orbit and/or an asteroid?
  3. If it may help: this was a save in career mode and I had a Kerbal I had to save in orbit. Also, now that you mention KJR. I had another issue of my radial decouplers not firing or the attached seperatrons not firing. The intermitant KJR update fixed that issue at least but perhaps there is more going on. So with that I am not sure the bug lies within your mod or that more mods using multipart connectors are somehow affected.
  4. First of all happy for your response and that I am not the only one suffering from this issue. Let me put first and foremost that I really like this mod. It makes my rockets a lot more streamlined as I can jimmy all science parts and whatnot into bays. Also, reading the above post. When I deploy the parachutes in this stage (normally prevented as the craft is on the ground) they extend perpendicular towards the ground and I can make them switch sides by tilting my craft in their pointing direction. I have the strong feeling this is then indeed related to the new Kraken bug. Crafts using only one core appear to be working fine as I was able to launch many of those before. The mods I used (or used, as I deleted my entire install in a fit of rage ) are Installed by CKAN: Active texture management Ambient light adjustment Coherent contracts Community resource pack Connected living space Crowd sourced science Deadly reentry continued Distant object enhancement DMagic orbital science Editor extensions Ferram aerospace research Firespitter core Fuel science Hyperedit Kerbal alarm clock Kerbal attachment system Kerbal engineer redux Kerbal joint reinforcement Landing aid Magic smoke industries infernal robotics Module manager Orbital material science Precise node RCS build aid Realchute parachute systems Regolith Remotetech Resource details in tracking center Scansat Sciencealert Showallfuels Stagerecovery Station science Transfer window planner Tweakscale Umbra space industries tools Universal storage Universal storage [KAS pack] USI Kolonization systems (MKS/OKS) Non-CKAN: B9 Aerospace KW rocketry TAC-LS TAC fuel balancer Universal storage [TAC Pack] Now, I don't have the craft file but even after rebuilding the craft from scratch, the same bug occured. What I had on the craft is in the following order: Mk16 chute OCTO probe core (2x Communotron 16, 4 OX-STAT solarpanels flipped 90 °) Command Pod Mk1 (empty as this was a rescue mission with enough fuel to also reach and come back from the Mun) TAC-Life support Small life support >>>Multiple orders of<<< Quad core (DMagic solar x2 and magnetometer x2) Quad core (DMagic mystery goo x2 and science junior x2) FL-T400 Fuel Tank (2x Mk2-R Radial-Mount Parachute with parameters edited by real chute) >>>end<<< LV-909 Liquid Fuel Engine TR-18A Stack Decoupler KW Rocketry SA-4 LFT (2x Mk2-R Radial-Mount Parachute with parameters edited by real chute) LV-T30 Liquid Fuel Engine TR-18A Stack Decoupler KW Rocketry SA-4 LFT (2x Mk2-R Radial-Mount Parachute with parameters edited by real chute) KW Rocketry SA-2 LFT (4x RV-88 winglets, 4x TT-70 Radial Decoupler) KW Rocketry WildCat-V Attached to the TT-70 Radial Decoupler: Aerodynamic nose cap KW Rocketry SA-05 LFT (1x Mk2-R Radial-Mount Parachute with parameters edited by real chute) KW Rocketry SA-2 LFT > @decoupler (+ fuel line to KW Rocketry SA-2 LFT, 1x Sepratron 1 pointing straight down) KW Rocketry Vesta VR-1
  5. I have a weird bug regarding this mod. If I build a craft using the quadcore as a wedge pylon, even when empty, the following gamebreaking bug occur. The craft seems to be tethered to the launch pad as if the quadcore acts like a launch clamp.
  6. If you want to do this: replace both decouplers by docking ports, then tie the docking ports to action groups.
  7. ME LIKE. This is way better than hauling empty fuel tanks into space to serve as a refueling station!
  8. Quick question since I can't find the answer at a quick glance throughout this thread: does this mod keep score (like TAC-LS does) even when the colony is not the active craft or loaded into the physics radius of ~2.3 km of active craft? Edit: would this be the proxy logistics you speak of in http://forum.kerbalspaceprogram.com/threads/72706-Ongoing-Dev-0-23-5-Modular-Kolonization-System-v0-16-%28RELEASE%29-05-10-2014?p=1147140&viewfull=1#post1147140?
  9. Well I looked at BioMass, and since I couldn't find a downloadlink (curse curse) I branched out my search and found your mod. Safe to say that BioMass doesn't include offline operation as of yet either (nor do I really care for fuel generation, I have interstellar for that).
  10. Oh well, if this mod can in fact regen all of the wastes back into food and oxygen in a Kerbal universe sensible way, then I am already happy. And in a way, it doesn't completely remove the difficulty/logistics of LS: 1) The part is LARGE (larger than a rockomax X200-32 fuel tank). 2) It needs a beefy energy supply when the craft is obscured by whatever celestial body which in itself prevents solar panels from working. You might want to fix clipping though. I was able to put a science lab inside of your part with no issues by accident.
  11. Does this mod work in the same way TAC-LS does? With which I mean it keeps generating food even when the craft isn't active?
  12. ^^ That and does this mod keep generating food/fuel in the same way TAC life support keeps consuming resources (kinda the point of that mod) even if the craft isn't active.
  13. It's only radians. How hard can it be? Don't diss the game, diss your education system for lacking severely.
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